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Abstract

Zusammenfassung Der Erfolg von Smartphones und Tablet-PCs hat den Markt der mobile digitalen Spiele nachhaltig beeinflusst, sowohl auf Hardware- als auch auf Softwareebene. Aktuell findet ein Verdrängungsprozess statt, in dessen Rahmen Smartphones andere Geräte für mobiles Spielen vom Markt drängen. Gleichzeitig ermöglichen Smartphones aber auch eine ganz neue Art von digitalen Spielen. In diesem Beitrag betrachten wir die möglichen Implikationen dieser Tatsache auf den Bereich des Serious Gaming.

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... The second advantage is the pervasiveness of these games, as many of them can be played wherever and whenever the player pleases, for instance during travel. In this regard, mobile exergames profit from the smartphone characteristics that differentiate such devices from classic gaming devices such as PCs or video game consoles [13]: smartphones are mobile (light and small enough to be carried around in a pocket or hand), available (rarely more than an arms-length away), and sensitive (capable of determining many aspects of the user's contextual situation thanks to a multitude of integrated sensors). Finally, a good amount of people seems to generally prefer the outdoors when it comes to sports, and mobile exergames go well with such activities. ...
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Thesis
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Bits flowing through the wires of a computer network are ordinarily invisible. But a radically new tool shows those bits through motion, sound, and even touch. It communicates both light and heavy network traffic. Its output is so beautifully integrated with human information processing that one does not even need to be looking at it or near it to take advantage of its peripheral clues. It takes no space on your existing computer screen, and in fact does not use or contain a computer at all. It uses no software, only a few dollars in hardware, and can be shared by many people at the same time. It is called the "Dangling String". Created by artist Natalie Jeremijenko, the "Dangling String" is an 8 foot piece of plastic spaghetti that hangs from a small electric motor mounted in the ceiling. The motor is electrically connected to a nearby Ethernet cable, so that each bit of information that goes past causes a tiny twitch of the motor. A very busy network causes a madly whirling string with a characteristic noise; a quiet network causes only a small twitch every few seconds. Placed in an unused corner of a hallway, the long string is visible and audible from many offices without being obtrusive. It is fun and useful. The Dangling String meets a key challenge in technology design for the next decade: how to create calm technology. We have struggled for some time to understand the design of calm technology, and our thoughts are still incomplete and perhaps even a bit confused. Nonetheless, we believe that calm technology may be the most important design problem of the twenty-first century, and it is time to begin the dialogue.
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In this paper, we describe a set of personalized exergames which combine methods and concepts of serious games, adaptation and personalization, authoring and sensor technologies. Compared to existing systems, the set of games does not only keep track of the user's vital state, but also directly integrates vital parameters into the gameplay and supports the training and motivation for sustainable physical activity in a playful manner.
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Thesis (doctoral)--Bauhausuniversität, Weimar, 2000.
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This paper presents an outdoor/indoor augmented reality first person application ARQuake we have developed. ARQuake is an extension of the desktop game Quake, and as such we are investigating how to convert a desktop first person application into an outdoor/indoor mobile augmented reality application. We present an architecture for a low cost, moderately accurate six degrees of freedom tracking system based on GPS, digital compass, and fiducial vision-based tracking. Usability issues such as monster selection, colour, and input devices are discussed. A second application for AR architectural design visualisation is presented
Mobile Games Architecture -State of the Art of the European Mobile Games Industry
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Satoru Iwata, Nintendo CEO: Apple Is The 'Enemy Of The Future
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GDC '08: Are casual games the future?
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Way Down Deep in the Wild
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Smartphone apps are the new gold rush of the tech world
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Using GPS in Environmental Education Activities: A GPS Treasure Hunt
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Choices in Infiltrating a Terrorist Cell
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2012 Year in Review ARQuake: An Outdoor/Indoor Augmented Reality First Person Application
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Spriensma, G. J. (2012). 2012 Year in Review. Retrieved July 10, 2013, from Distimo: http://www.distimo.com/publications Thomas, B., Close, B., Donoghue, J., Squires, J., Bondi, P. D., Morris, M., & Piekarski, W. (2000). ARQuake: An Outdoor/Indoor Augmented Reality First Person Application. Proceedings of The Fourth International Symposium on Wearable Computers. New York, USA: IEEE Press.
Persuasive Games on Mobile Devices
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Pervasive Games -Experiences on the Boundary Between Life and Play
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Montola, M., Stenros, J., & Waern, A. (2009). Pervasive Games -Experiences on the Boundary Between Life and Play. Burlington, USA: Morgan Kaufmann Publishers.